#Axiom [Class, WIP] - a beefy psionic controller/support that uses the environment as a weapon
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Might end up writing some kits for it, not sure yet. The heroic abilities are just brainstorms right now, they don't have costs set.
All the numbers need tweaking, but ideally the abilities should deal low damage and you make up the difference with forced movement. I want to take advantage of the fact that Draw Steel commits to grid-based combat by making this class very focused on positioning and movement
For Gravity, I think it should allow you to ignore stability, rather than just the +1 force move
Keeps it unique from accerationist
Accelerationist only applies to you and allies, but yes maybe
oh I had missed that bit
ok yeah that makes more sense as a distinction then
I feel like one of the subclasses (or maybe the class as a whole?) should really lean into force pulling people into you
like, I'd love if Break Upon Me you had immunity to the force move impacts
(Break Upon Me is an epic name btw)
You can always cut your own impact damage with Aura of Inertia. But yeah maybe as another signature ability, instead of a reach bonus its an auto pull of maybe 2 squares and then an attack (or if they're already adjacent, just bonus damage from the impact)
I'm being careful with that one since afaik there are only two wall effects in the game right now
Nail to the Firmament is also amazing epic name
How strong it is will determine the cost, it's a matter of design principle, if that makes sense?
Luckily with walls it's pretty easy to tweak the power level by increasing/decreasing the size of the wall by 1.
Well sure, its probably going to be one of the 5-magnitude ones, but I also think an on-demand wall is really strong for this class specifically. With that and Pillar of Truth you can potentially completely trap a size 1 enemy.
Still it might become a maneuver once I get a better idea of how it feels in play
It won't be completely trapping, since they can always climb out.
I'm still not completely clear on how height is supposed to work in this game, and how much of an obstacle a 1-square high wall is. If you're supposed to stack the wall pieces so that most of it is 2 squares tall then I think it can definitely be a maneuver
A 1 high wall is not an obstacle at all, to melee creatures. They can jump on top of it at no cost and get heigh advantage against anyone hiding behind it.
It's very useful against ranged enemies, since you can get cover or potentially completely break LoS with them
I try to make interesting tacticial maps, and players have done cool things with making walls then hiding behind them so the highground archers can't shoot at them
That makes sense, but then why are both the existing wall effects only 5, and not 6? You'd have a little extra bit sticking off. Whatever
I strongly suspect they will buff wall height though, so I'm mentally considering them height 2 for balance discussion
as in not being a liability against melee enemies.
Anyway, I'm in love with your abilities. 10/10 flavor, very interesting effects
I think you might be loading a bit too much onto the core class, and the traits you get at level 1 though
Yeah, I think Transfer Charge, Pillar of Truth, and Astral Interchange are taking up a lot of the budget, but I consider them all fairly important. But I'm also still looking at the other classes and trying to figure out how much its ok to give at level 1.
Astral Interchange might need to get moved to level 2?
Pillar of Truth I think can be something you get at higher levels. It's synergistic, but it's not required for the class, if that makes sense?
Astral Interchange I agree also could be on a higher level
maybe, but its so fun (pillar i mean). I love abilities like that. There's the obvious use case of slamming enemies into it but its also instant high ground, blocks off doors, provides cover etc.
very true
I like transfer charge, but I feel like it almost want to be a triggered action instead?
how so?
I mean I get that it's an alternate charge effect
but I could see it working off of anyone moving
I worry it would then be a little clunky, and also clash with Take Up the Burden (which I'm also not sure about it giving Magnitude, that's a little out of line with the other classes)
Hmm, I'm wondering if there is a better way to handle "Take up Their Burden", that ties into the movement. I'm assuming that tanking is key to the concept of this class?
Yeah I gave it the same starting stamina as the Fury, it doesn't have any taunt effects right now but that might come later
Ideally you want to get in the way of enemies harming your allies, and being beefy also helps absorb the occasional collision
So, in Draw Steel there are 3 main ways to taunt
- Taunt effect. Most straightforward
- Grab. It reduces speed to 0, and applies a bane to attacks that don't target you. I'd argue that this is currently the "strongest" taunt effect
- Positioning. Just being in a place where enemies can hit you, but can't quite hit your allies.
I was thinking about adding more grab effects (maybe working that into Tidal Lock, which would fit)
The Null has some grappling, so you might want to stay away from it to keep the classes distinct.
Although I agree it fits for Tidal Lock
This is true, and I can still have the "bane on attacks against targets other than you" tag on power rolls without a grab. I do want to see more of the Null and Talent before I commit to too much, because it's very easy to just write general psionic abilities that might overlap too much with the others
I like Center of Mass but that could just as easily be on the Talent, for instance
True
For take up their burdens, what if it was a pull on a target who attacked an ally?
and then they need to choose a new target from their current position
Currently TutB works on any damaging effect and only the ally needs to be in range, so the wording would get a little awkward if I had it also affect the creature that dealt the damage (and there may not always be one)
But I do like the idea of pulling an enemy away from an ally before they can make an attack (and potentially into range to hit you instead)
yeah, the trigger/range would shift around to be about the enemy, letting your ally be outside the range
and I think you'd need some stipulation so you can't "strand" a melee enemy between you and your ally, unable to target anyone
...I have to say "Break Upon me" really has me hooked. I think one of the subclasses should get immunity to damage from being force moved into, and then lots of Pull effect.
That might be the better way to do the Gravity benefit instead of Momentum Manipulator. Stability equal to Reason and like damage immunity 5 from enemies colliding with you. After factoring in Aura of Inertia you wouldn't take any damage unless the forced movement was 12 or greater
Well if I cap it then i can make it apply to ALL collisions
I love pillar of truth!
I honestly think that's probably fine?
Most enemies who deal damage via force movement, create terrain and then move you through it
and you can still get slammed into allies to damage them
sorry the palm tree was the closest emoji I could find to a pillar
maybe this 🗿
vine boom
In my mind you can make your pillar look like whatever you want, an obelisk would be sick as hell.
Maybe it should be a class features, rather than a subclass? Be the main "Wow this class is epic" feature
It also has the upside of being a very simple benefit, so there's more room for complexity with the rest
I think maybe a level 2 or 3 blanket collision immunity would work, and at level 1 maybe have gravity give a bonus to damage when enemies collide with you?
honestly that pillar could be the pillar of the class imo. Could be an obstacle to throw people into, could be a dueling arena to 1v1 people, etc. I haven't read the whoel class, maybe you're already doing that
Pillar, swap, and charge I think are the most essential parts of the toolkit. Position yourself with swap, set up a barrier with pillar, knock someone into it with charge. Bread and butter. But we were talking about swap maybe coming later to clear up level 1 a bit
like if gravity's benefit were changed to this instead of Momentum Manipulator
Yup that works!
tangent but I'm also reminded of how in our last playtest one player was playing the Conduit and repeatedly used Thunder of the Divine to rocket themselves around
lmao
I do think that's a good niche for another subclass
Either Space or Cohesion?
Force moving yourself into enemies
Space currently has more teleportation going on, but I could see it. I could also see Cohesion having more of the self-movement vibe, that one is currently more metaphysical (Shoulder This Burden, which needs a name change to distance it from the triggered action)
I do love that ability where you point at a goblin and say "here could you hold this for me" and suddenly they have 3 conditions and fall over
lmao yup
actually RAW you could transfer Prone right now and thats hilarious
Also this as another signature ability option? Pull then damage like I mentioned
If you were playing gravity with this and used it on an adjacent enemy you could deal an extra 6 damage with the impact
Yee
Yeah I think Astral Interchange can go to level 2. Its really good especially with the Magnitude options
I also want to add some kind of telepathy or mind link feature later on, which would let you swap with allies you can't see (or even enemies that an ally can see)
not very? I like gravity but it almost feels too in line with what the class is doing, if that makes sense
That's True. I think Time is the big one that maybe should change though, since both Talent and Null have time based subclasses. We won't know until those get revealed though how much overlap there is
Yeah, its also the one thats probably giving me the most trouble. The time abilities don't feel like they fit as well, I think it isn't really in line with the archetype I'm going for
I like I Can Give You Time but it doesn't fit for this
yeah, my thoughts exactly
And I do think that Cohesion doesn't really fit the imagery of "force moving myself into people to damage them"
so maybe there's a a good Principle to match that?
My suspicion is that the subclasses will get overhauled completely. They feel to basic right now maybe? And they don't really differ in theme
Its late for me, but I gotta ask, what template did you use for the font and editing, it a dead match?
Maybe Inertia as the Principle?
I'm a wizard layout nerd and I used Adobe InDesign to recreate it. I think they did it in Affinity maybe? Mine isn't pixel perfect but close
Aah, ok. I figured it must be something like that. Best I've been able to manage is some close fonts on google sheets. Very cool. I will get back to you on content tomorrow (i'm tired), but initial scan looks neat. Lots of options.
I think I want to find a more diverse set of subclasses. Like, aesthetically and thematically distinct from each other, which I don't think the current ones are. It's a little tricky with psionics.
Gotcha
Yeah, nothing is really coming to mind. I'll sleep on, see if anything pops up
Hmmmmm how likely is it I can get away with having an earth-themed subclass called the Stoneward without getting sued by Brando Sando or everyone commenting about how its a Stormlight reference
I like the idea of a stone themed subclass that has more tools to pull enemies into you. I think maybe an astral/star themed subclass to align more with a general psionics vibe, with more tools for teleporting and walls of force and the like. Maybe a storm subclass? With a greater emphasis on speed and sonic damage with knockback?
Nothing to add, just wanted to drop in and say this is really cool! :D
So, I say overall, I like the mechanical tactic, and way the class could fight. Something that I think will be the biggest boon is to not shortchange the lore, and I think figuring out what the narrative of the class is will go a long way to influence the concepts of the types of tactics the Axiom could evolve in. If I might suggest - the creation of semi-real objects out of psionic force might have some legs. Instead of just a 'pillar', what if it can create objects of various complexity. This would maybe round out its ribbon abilities, and give you some new paths to explore for abilities at higher levels.
Working in more force/psionic constructions would be cool, though I wonder how that would overlap if I also included a stone subclass. I want to be careful with it though that it doesn't turn into a Green Lantern class, because while that would be cool its a different direction. And I don't want to distract from the core role by opening the potential for questions like "can I make a cannon" or what have you.
The pillar is a good start and I think that's core, there will be a (probably 5 magnitude cost) ability to create walls. I think the focus should be on big set pieces, and honestly the wall rules as written are pretty versatile. You could use a wall effect to create a bridge across a chasm, for instance.
If the Axiom is a hammer, the pillar is an on-demand anvil.
The other idea I was toying with was a portal ability, like the Abyssal Rift that demons have. Create two size 1 rifts, creatures that are pushed into one come out the other.
But on the subject of ribbons, yeah I think that could be nice. The Creation domain Conduit has something like that, Hands of the Maker. I wouldn't want to overlap with it too hard, but I could see the Axiom making things like a weapon or shield, or temporary floating platforms
Yeah, this could work! focus more on size and terrain rather than mechanical complexity. Also, what if at higher levels, those objects can radiate auras or impose their own gravity?
Oh actually yeah I could go for a spooky gravity obelisk that would slap
A high level idea might be zero g obelisk, grants flight to creatures in radius perhaps
Flying I'm a little iffy on since we have so few flying effects in the game right now. I do think a force construct that automatically pulls enemies towards/into it would be a great crowd control option
I'm also thinking about an AOE effect you place on the ground that amplifies forced movement. Enemies that are force moved through the space move farther by some amount
Alternatively, a repelling effect that you could place down that pushes enemies away. Ranged allies could stay in the area and be protected from melee monsters approaching
spookypillar.png
An adjacent enemy will take 6/10/14 damage from colliding with the pillar, which is a LOT for an AOE effect in this game as far as I can tell. Might increase the range but decrease the pull?
The "activates twice then disappears" is also a tad incongruent with the other abilities I've seen in the game, so that might need to change, but then again there aren't many temporary force construct effects in the game
Portals might be something that Cohesion gets?
Considering most rounds of combat only last 2-3 rounds (and the third round is just cleaning up), I'm not sure it needs to disapear, mechanically. It's fine from a flavor perspective though, if that's why you have it happen
It's mostly because I don't have a lot of non-instantaneous AOE effects to work off of. Flavor wise I think it works for this one, but more generally I'm not sure how I want to tackle effects that should remain for a round or so, versus effects that should last the entire combat, versus effects that should remain indefinitely.
Mhmm, and at some point the only way to know for sure is just to play the class in a game, and see how it turns out.
Working on redoing the subclasses, now we have the Astral, Stone, and Storm syntheses
They also get their own triggered actions, but they're all pretty similar. That's the price for letting them be part of how you gain Magnitude
Broadly speaking, Astral is about teleportation and finer control. Stone is about pulling enemies into you and being durable. Stone is about moving yourself around and disrupting enemies
@wild kernel thoughts?
And these are the new Synthesis features, largely recycled from the old versions. But I think this will work as a base to point each subclass in the right direction, you can pick abilities that best synergize with these options
I think Superposition should let you choose to swap or not
rather then just taking the damage/effect
Mmm I see what you mean. Maybe. I think that complicates things if I still give the Swap maneuver at level 2, maybe?
Or I might have it say something like you can swap with the ally OR gain magnitude
it's a bit of a different use case
I guess the level 2 swap is still going to have a bigger range and some other bonuses you can tack on
and also the maneuver swap is useful for setting up positioning, and putting yourself in a good position
this one would likely be more about getting an ally out of a bad postion
just due to the timing, and how the trigger only happens when an ally is attacked
Yeah. I guess that also puts it on par with the others as far as also being a positioning tool. I think these are a bit stronger than some of the other triggered actions but they also require you to take damage so.
mhmm
well, consider that the Shadow damage avoidance also dodges effects
and lets you reposition
I think these are fine
I think Immovable Object can maybe just make the other target take all the damage of the collision? "If you would take damage from a collision, you can have the creature or object you collided with take that damage instead"
That breaks with the way Aura of Inertia works atm
I don't think its changed much. This is the feature that lets you use forced movement as a semi-reliable way of dealing damage
Ah, gotcha
I could maybe have Immovable Object do something like. Let you duplicate the damage you take onto the target? So if you wanted you could also double the damage you take, which would reflect onto the target, but you'd also be taking more damage. I think that's a little swingy though
The main thing I'm aiming for is an ability that feels very powerful, while still being reasonable
aint that the truth
get that "wait, I can do that?" reaction
and going "yeah, you get to just be immune to knockback damage" works for that
although actually I think it could work for the Aura of Inertia
instead of both targets taking damage from a collision, you can make one target take it all
yep thats it
weaker in the case where you bash two enemies into each other, but much simpler wording
and I think it's a good class iconic features
hmm well wait I guess it loses the Reason scaling...
that's fine
can always put a reason scaling into the Pillar you get, or other buffs that happen to happen at levels 4/7/10
(since that's when the Reason would increase)
The concern would be less about scaling, and more making sure that Reason is useful enough in the class that it's not a dump stat, if that makes sense?
but I think there are a number of ways to achieve that
oooh wait
you could make the radius of the aura your reason
yeah, I'm wondering if there might be a wording that dodges that somehow
or at least limits it to just one
This is a lot weaker when you force enemies to collide, like you said. And I do kind of like the idea of pushing an enemy into a wall to both deal heavy damage to the creature AND have them crash through the wall...
One of my gripes about the game currently is there is no reason to smash people through walls
even smashing into walls is suboptimal
There is!
I guess if you want to walk through the wall
but it just deals less damage then bashing two heads together
Hurling Through Objects page 108 of the backer packet
ohhh sorry misread
I send the goblin flying through the wall of the inn, he takes 3 damage
yeah part of the point of this feature is to make it a valid option for at least this class.
I just clonk him into his buddy, I deal 6 damage
It makes fight less dynamic
but anyway, that's a side tangent
you could have the aura work differently for creatures crashing into objects vs creatures
I guess the damage allocation version also gets weird when you consider that you can have a size 2 creature crash into two size 1 creatures at the same time
I also like the option on the aura to reduce the damage that nearby allies take
Hmm, maybe your original was better, deciding it individually
Though I might make it double or nothing so you can fit it in one paragraph and it's easier to understand
I like the idea of putting all the damage on only one of the things involved, but its tricky.
Could be limited to a specific ability, or one of the subclasses at a higher level?
could also stack with this effect, double the knockback for both then reflect it all onto one
Maybe this should also technically be a free triggered action
per the game's language
I think the issue is that modifying the impact damage should only happen once. Any subsequent modifications should be flat bonuses. Being able to double or negate the damage, then being able to put one target's damage on another is going to get confusing
True. You could just say "if you use this effect, the damage can't be increased by Aura of Inertia" or something similar
bah anti synergy
In other cans of worms, there's also falling damage
Narratively I don't see why Aura of Inertia shouldn't apply to that
Falling damage works at 2 per square remaining, but you can also reduce the height of the fall by an amount equal to your Agility, and it only applies when you fall 2 or more squares...
Seems convoluted enough that I don't want to worry about increasing it, but maybe I'd allow reducing it
One high level ability I want to write is just. Detroit become meteor. Teleport or force move yourself WAY up in the air, then fall and deal huge damage to everything in an AOE, while not taking any damage yourself
Yeah the fact that you can force move a goblin 9 squares to have it punch through a metal wall and it will take 9 damage... lame as hell honestly
I guess they kept impact damage low so as not to make it too optimal, there are a lot of forced movement effects in the game. Still underwhelming
Cleaned up a tad. Free triggered action, works with falls
You won't be able to increase fall damage until you have a Reason score of 3 though
makes sense
I'd rather they incentivized throwing people through walls vs just clonking heads. Even if it's easier, it's much cooler
Yeah I'm kind of annoyed that the damage on hurling through objects is defined directly, harder to modify with abilities
Like it says 9 damage on moving through metal, and I know that's because it takes 9 squares of movement to move through it so it's just the damage of the impact, but it means I can't easily multiply that based on your Reason
"When you hurl a creature through an object, the damage the creature takes from that collision is multiplied by your reason."
Yes, but it doesn't fit easily into the paragraph
because then I'm referring to falls, normal collisions, AND hurling through objects and that gets tangled
ahhh
IMO, just leave that for now
I'm hopefull MCDM will tweak it in some way to make it more interesting
No need to try and fix it ourselves yet
It does strike me as a little odd, they have these rules that can make environmental damage really interesting but the damage is too low to be worth it. Its easy to bump it for this class but I wonder why there's this fucking. Padded playground.
Anyway, I think the subclasses and aura look good!
Give me another ping if you decide to reflavor again in a different way :P
...should destabalizing strike do 6 damage on a tier 1?
seems a bit much for a signature
I think that should 3, since it seems you are using the 3/8/12 chasis
I think I pulled those numbers from somewhere but yeah maybe. I'm still not clear on the ability damage math
I recommend this writeup from Prinner for signatures at least #1279787609920503942
Hmm in that case I think the Signature Weapon Strike (3/7/10). I might reduce it to the Free Strike baseline though, since this class isn't about direct damage
in any case all the math is going to be subject to change for a while, the forced movement values too
In general signatures should all have the same power level. It's more about how powerful are the effects that are put on these signatures.
ngl this was a hard sell for me but i really got sold from looking at the class
summoning the psionic pillar like dall goes hard
Thanks! TBH this class is mostly a proof of concept/exercise, homebrewing for a system is how I get to know it on a deeper level. There's a lot we don't know about the higher levels and the way classes scale so its possible this concept won't be viable later. But for now its fun
yeah for sure
Anyways I've been thinking about the Storm Synthesis and I think a good rough flavor goal is Thor (I'm specifically thinking of the opening fight in Thor Ragnarok). Moving around lots, smashing into enemies, big aoe disruptions. On some level I wish the classes in this game gave more of the power budget over to the subclasses, but I think I can make it work
i think you have a bit of leeway to finangle it within the personal class design right
Somewhat, but I also try to stick to the general scaffolding the other classes use when I can
I'm wondering if Tidal Lock needs to go or be reworked. To me it feels like the most underwhelming of the 5-magnitude abilities right now, but I'm not sure
I'm also going to try to make some progress on level 2. Matt showed off levels 2 and 3 of the Null (or a WIP version of the Null at least) in a stream so I'm going to work off that. The 2nd level of the Null seems entirely determined by your subclass, you get a smallish feature and then choose between 2 subclass-specific 5-resource abilities
And then level 3 gives a subclass-independent feature and a choice of 7-resource ability, so that's probably where I'll put the Swap feature
That seems to be the "standard" progression across classes
Have they shown off levels 2-3 of the other classes anywhere? There are the little progression tables at the start but that doesn't tell me much
Nope! But I've seen them
Astral Synthesis 5-Magnitude abilities for level 2
I knew I wanted to have a portal ability from the start, so that's fun. It's pretty simple in execution, you can push an enemy into one rift and they come out another, great for moving enemies into hazards or even just turning a small push into a ton of damage by putting the other portal in the air.
I was going to say that the portals feel very weak, but if you can put them in mid air....
Singularity Strike is a great Captain killer. Hitting an enemy surrounded by minions turns into a ton of damage as they all collide, I think this will wipe squads well into the later tiers
I may need to specify they go on the ground lol, also maybe a once-per-round limit on teleporting so you can't set up loops (put one portal directly above the other for example)
but we'll see. I think even if you put them in the air, they're stationary and it costs 5 magnitude to recast, so pushing more than one enemy through might be tricky
The portals are also great for any kind of utility in a map where you need to get somewhere, help NPCs escape, navigate a barrier, etc. They're the 'utility over direct damage' option on the 'utility over direct damage' class
I think I'd specifically call our they can be placed midair
"...in open spaces within range (can be mid air)."
Just becuase that's hugely important
Sure
We love white room considerations of balance
because yes, 20 damage is a lot, but it's a 5 cost ability that you then need to combo into
20 damage (minus 2x the target's Agility) and prone, technically
...actually, the big issue is that you could put the second portal on top of another enemy
and so it becomes 40 damage across two targets the first cast
that's too much
I'd be amazed to see that work out in play, with the way the initiative works
might need to halve the range, or at least limit how far off the ground they can be
It's my turn. I place one portal next to Goblin A, I place the second above Goblin B. I then use my Action to push Goblin A through the portal, who falls on Goblin B. I end my turn, having dealt atleast 40 damage.
Another option could be to make it an Action
doesn't really solve it, you can still push as a maneuver
based on assasinate, ~20 damage is reasonable for a 5 cost action
...another option is treating it like Open the Earth
have an immediete power roll to try and catch someone, then after that rely on the forced movement
I feel like that just makes it stronger, no?
If the range comes down to 5, there's still the possibility of boosting that with a kit to 7, which would let you deal a theoretical 28 damage across two targets
though again, accounting for enemy Agility, more like 24 probably? Depending
Actually yes its range is 5 because Open the Earth is range 5. That's my story and i'm sticking to it
Oh true, and it would be boosting up to 12, since it's additive